Tim, and the shadows will be in the cabin relative to the position of the sun? shadow of the window opening, steering, the pilot's head ...

Yep. Very dark dashboard when you see the sun low ahead of the car where no light can get the dashboard. Internal shadows shift as you drive, and they'll shift as the sun moves or gets obstructed in conjunction with that.

Very dark dashboard when you see the sun low ahead of the car where no light can get the dashboard.

In other words, something like the first shot here: LINK.
Except that in rF there are no shadows in cockpit and that's really missing now with new shaders. Fortunately there will be no such problem in rF2 - I've seen it in the "Grand Prix" video, that shadows properly block directional and specular light and that's good news. Old shadows from rFactor only darkened some portion of the screen.

By the way - mirror again
Looks more less like in rFactor when someone forgot to set mirror material as diffuse=0, specular=0, ambient=0, emissive=255.

Or maybe picture mirror gets HDR postprocessing twice instead of just once? (like darkened twice because camera is facing the sun - first ehwn rendering mirror image, and then along with everything on the screen).

If you eliminate specular reflections, then surfaces with the same allignment to sun position should have identical brightness in mirror and in front of us - for example asphalt and pitwall.

By the way, nice to see a picture without "slightly overdone" HDR - it looks good in terms of contrast and lighting (although I know it was not the point of this picture - just the sun glare)

I third that. Not sure about the gloves light/shadow contrast but a part of that... truly AWESOME looking!!
About the gloves texture, the Skeleton glooves are cool, but you can add even some more normal stuff, something similar to the actual racing gears: something like this , this or this, even with fictionals logos. Or, you can use your own, the "ISI grip" racing glooves